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I am not seeing the reason why upon death we have to recast Magic Reflection and Reactive Armor? To me this just seems like a nuisance.

The only reason I would see is people that abuse things like the scribe bonus, or warriors casting these then soulstoning skills off?

Isn't that what Ward Removal talisman's are for though? It's just annoying to recast these after a death and often forgotten about, atleast by me.

Is there not another solution to whatever you were trying to accomplish then require us to recast?

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Agree 100%. Another so called 'fix' for something that wasn't broken. Just another thing put in to make playing legitimately aggravating instead of 'fixing' the problem by making the spell 'check' against skill prior to activating. They could do it with 'necro vamp embrace' they could of done it with protection etc and left it as it was.

Probably, but as stated, a 'fix' that penalizes everyone who has used the spell for years and now the 'exploiters' will just find something else to 'fiddle' and when that is found another lot of legit players will have something esle nerfed in the next U Beaut 'Fix'.

The thing is it is not ONE spell that this effects, it is all three, protection, reactive armor and reflect magic. After death I now have to cast at least 3 spells to 'get back' to my resists prior to death. In a lot of cases, because I have more than one char that 'uses' magery, I have to cast up to five/six spells as I don't remember which char has 'what' cast to get their 'best' stats, so need to cast them all then 'uncast' one then the other and recast until I find the 'best' stats for that chars 'suit'. It is NOT like necro vamp embrace etc which is just the one spell that is either on or off and is quite 'visible', this change severely affects my gameplay each and every time I die, it is driving me nuts and taken away totally from gameplay.

I just wish whoever had the 'bright idea' to nerf this would put it back how it has been for the past 6 or more years, either that or take the -30 skill points to resist spells 'OFF' the cost of the spell given you already have a minus to FC and minus to phy resist as it is. No other spell in the game 'costs' so much to have cast on a permanent basis as does protection, none come even close to the cost. It mainly affects pvm players as not many pvp mages will cop the cost to FC nor their 'resists' to play with it on. The only 'benefit' to the spell is being able to cast uninterrupted, and the only other benefit was that it stayed ON. They took away half the benefit and removed NONE of the cost to cast it.

I am tired of having my chars 'nerfed' in one form or another due to 'other' people manipulating game mechanics in ways not intended, and fixes put in place that generally mean they move on to the 'next' easy manipulation, and I get stuck with the result of a badly implemented 'fix'.

After death I now have to cast at least 3 spells to 'get back' to my resists prior to death. In a lot of cases, because I have more than one char that 'uses' magery, I have to cast up to five/six spells as I don't remember which char has 'what' cast to get their 'best' stats,

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Are you SERIOUS!?!

You cant remeber what 3spells??

And you say you play a mage?!?

Its really not difficult to work out i mean come on! Its an annoyance but its a good thing, now non-mages cant reap the benefits unless they wish to sufer the penalties of carrying scrolls and risk them being looted. Mages should have no problems remebering what spells to cast...theres 61other spells, im sure you remember when to cast them!?!

Stratics Veteran

If you are a mage, simply recast those spells after death. It takes 5 seconds. I play a mage, I forgot activating Protection and Magic Reflect after my first death, but I quickly got used to it. It does not annoy me.

If you are a melee fighter, this change makes even more sense. Wearing buffs you are not even able to cast (except when using scrolls) should not be too easy. It balances gameplay. There are already too many overpowered melee/spellcaster templates out there (especially Necromancers).

my pet died last night and i noticed it was still cursed after i rezzed it. i dont think many of the game mechanics are working as intended.
the team needs to get their proverbial sh*t together and do some real digging into some of these issues. i mean why would some spell effects be forced off when others are left on? one case in point being the curse remaining on my pet after it died and was rezzed.

First, I would have to say that this change does make sense to me...the whole, you die and your buffs go too, thing makes sense. I have not had a problem (with the exception of the first day post patch) recasting my spells after death.

On a side note, I actually was happy to see when my warrior was finally able to drop the evil omen buff that has been around for months. I had no way to get rid of it, I could not even cast it on myself from a scroll. It had happened once before and a GM had gotten rid of it for me and suggested that I could cast from a scroll to do the same thing (And I didn't even have to wait 4 hours for GM help then). It was really more of an eyesore since the actual effect wore off, but to make a short story long...the patch came...I died...no more buff..Hooray.

Stratics Veteran

After death I now have to cast at least 3 spells to 'get back' to my resists prior to death. In a lot of cases, because I have more than one char that 'uses' magery, I have to cast up to five/six spells as I don't remember which char has 'what' cast to get their 'best' stats,

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Are you SERIOUS!?!

You cant remeber what 3spells??

And you say you play a mage?!?

Its really not difficult to work out i mean come on! Its an annoyance but its a good thing, now non-mages cant reap the benefits unless they wish to sufer the penalties of carrying scrolls and risk them being looted. Mages should have no problems remebering what spells to cast...theres 61other spells, im sure you remember when to cast them!?!

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Darn right I AM serious. You obviously have no idea or comprehension of my original post. I have 9 different mage characters on three accounts. They are mages with different skill combos, scribe mage, tamer magers x 2, stealth mage, necro mage, necro mage with stealth, fishing mage, spellweaving mage x 2 all with different suits, and ALL OF THEM have the mage skill at gm or greater level.

When I build suits of armor 'knowing' I will be using protection, those suits are built with the protection spell ON to start with. This means to make up the phys resist loss from that spell the suits are generally high in pieces with phys resists as well as other resists. I then cast 'reactive armor' and see what 'resist stats' are, then take that off and cast 'magic reflection', again seeing what the 'resist stats' are, then recast with both 'reactive armor' and 'magic reflect' to check again.

Depending on the base stats of the suit, some run with all three spells enabled, some with pro + react, some with pro+ magic res, some with just pro. It all depends on the base suit. Now I don't 'remember' which mage has which group of spells (especially as I am always swapping out bits of armor/jewelry which effect the suit, so it gets 'reset' when I change things as to what spells are now needed), so when they die I basically need to cast and 'recast' spells til I find which group fit that character. You cannot rely on the 'buff' bar to be anywhere near accurate, I have monitored that fairly well and it doesn't always show the correct buffs.

So it is NOT a case of remembering what spells, learn to read, it is about remembering a varying combination of three spells which is different on 9 different characters combined in different ways and changing on any given character every few weeks or so.

I agree if you DON'T have the skill then you shouldn't be able to have the spell cast on permanently by using soul stones to 'fiddle' it. However, if you do have the skill, as I do, then imo this just made MY gameplay a drag.

If the 'fix' was due to those not having the skill 'using' it then they should have done what they did with Necro, and put a 'skill' check in and if the char didn't have the skill then any 'effect' from the item/spell etc should be 'removed'. With vamp embrace, if you didn't have the skill and took an 'armor bit off' which you used to cast it, the effect of the vamp embrace spell is removed. The same should have been done with pro/reactive/magicref instead of basically forcing all mages with the legitimate skill to have to recast these each and every time they die.

Stratics VeteranStratics Legend

Folks probably don't play the game anymore because things are too easy and convenient. Things like this will get'em back. And in a forum full of folks that seem content with to down right hell bent on punishing themselves, now is the perfect time. Also, disabling code is much easier than writing new code. Please devs spank me more.... I've been naughty.

Stratics VeteranStratics Legend

Darn right I AM serious. You obviously have no idea or comprehension of my original post. I have 9 different mage characters on three accounts. They are mages with different skill combos, scribe mage, tamer magers x 2, stealth mage, necro mage, necro mage with stealth, fishing mage, spellweaving mage x 2 all with different suits, and ALL OF THEM have the mage skill at gm or greater level.

So it is NOT a case of remembering what spells, learn to read, it is about remembering a varying combination of three spells which is different on 9 different characters combined in different ways and changing on any given character every few weeks or so.

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Ok, so do you die, when you log in? Because if you don't, you see all your buffs you need right at the buff gump.
Or do you log out while a ghost on a regularly basis? You should probably change your play style.

So it is NOT a case of remembering what spells, learn to read, it is about remembering a varying combination of three spells which is different on 9 different characters combined in different ways and changing on any given character every few weeks or so.

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I dont see this im sorry, theres 3 spells so what 9combinations, surely it isnt hard to remember if you roll with protection, id guess that your tamers do. Then its just a case of looking at your resists and deciding, its not that hard to take of phys and add 10 to all elements and see if thats right, if not add reactive as well.sorry maybe it is hard with 9mages, i only have 4

I agree if you DON'T have the skill then you shouldn't be able to have the spell cast on permanently by using soul stones to 'fiddle' it. However, if you do have the skill, as I do, then imo this just made MY gameplay a drag.

If the 'fix' was due to those not having the skill 'using' it then they should have done what they did with Necro, and put a 'skill' check in and if the char didn't have the skill then any 'effect' from the item/spell etc should be 'removed'. With vamp embrace, if you didn't have the skill and took an 'armor bit off' which you used to cast it, the effect of the vamp embrace spell is removed. The same should have been done with pro/reactive/magicref instead of basically forcing all mages with the legitimate skill to have to recast these each and every time they die.

Stratics Veteran

If you can't remember which characters are running what.. may I suggest notepad? Your personal problems with having so many mage-templates only proves you have too many to memorize.

I was a non-mage on prodo and it was terrible not being able to get rid of certain spells just because someone was after a GGS gain by casting on me.

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I shouldn't have to run a notepad doc to play. You sum it up in that "UNTIL such time as they implemented this change 'I didn't have any personal problems with my mage templates' I didn't NEED to memorize what they had"......NOW I DO. Are they insurmountable ... NO. Sure I can cast the spells every time I die, sure I can run a notepad, sure I can rearrange the whole way I put suits together etc etc etc.

The point you and most people are missing is that they could of effected the same 'change' (ie not allowing those without the skill, or in your case the problem of having someone cast on you for their ggs gain whatever) by FIXING THE ISSUE with a 'skill check', not by nerfing one thing to fix another. There has been '0' 'zero' 'nil' 'zip' 'nada' complaints about these spells for the 6+ years I have been playing. It has been a NON SUBJECT. All of a sudden 'someone' decides to change it with no prior discussion to 'fix' something the easy way rather than 'fix' it correctly.

Tomorrow they will do it to one of your skill/spell/items, not because there is anything wrong with it, but because some other little 'dweeb' has found a way to exploit it, use it for an unintended purpose, knowingly use something illegally unattended etc etc

And this goes for everyone on the boards. I am just not happy to let them keep doing this over and over without voicing my opinion. It seems to me people are so happy to keep putting up with nerfs to various things for the sake of 'fixing' other problems. Could be this is why this game has gone so far down hill? It doesn't matter what 'change' is made to this game there will be people who like it and others who don't.

For every one of you who says 'this is ok' fine, I hope you didn't complain when the bos was nerfed, hope you didn't complain about changes to ore and wood nodes, hope you didn't complain when they nerfed hiding to combat tamer abuse in pvp, hope you didn't complain about anything else that was 'introduced' to fix a scripter, exploiter, duper that effected your game play even tho YOU were using it as it was intended, within the legal game system, had been using it for years, and log in one day to find it 'gone'. I like some of the 'above' changes, esp those to ore and wood, but look on these boards you will find a lot who don't. My complaint is that those changes were made to 'fix' cheats or people abusing things in some way with no prior warning, no discussion, nothing.

What gets me is the way everyone whether they 'like' something or not just thinks it is OK to have people changing the ground rules on established things that have not been an issue because they 'get some bright idea' or 'need to fix someone else's abuse of something'.

Perhaps tomorrow the 'change' will make your game play less enjoyable, add another level of grind to something you do, take away some part of your established gameplay that you find effective.

I couldn't even force myself to read your lengthy reply. Maybe you had a few points, but I doubt it.

Those spell-types were meant to be protective, able to be casted on party members and such, not just by the caster, or else they would never bring the target cursor up. They weren't meant to be a permanent ("I'm too lazy to know what I should have") spell. Removing them on death is the logical thing to do, as a former prodo non-mage it bothered me having these spells on with no way to be rid of them except begging for a recast.

Get used to things being fixed for the benefit of the many and not the few.. tis the way of the world.

Stratics Veteran

What's that statement again we always see on MMO boxes and websites etc...
*looks at signature*

"Game experience may change during online play"...that's it!

lol.

But hey, if you know what you're doing you can take like 30 seconds at least to figure out which combination you had by simply casting and looking at your resists. Maybe 1 minute at most. It's seriously not that hard.

Removing them on death is the LOGICAL thing to do, as a former prodo non-mage it bothered me having these spells on with no way to be rid of them except begging for a recast.

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using the word LOGIC in UO is
it makes me always feel like if i see all those posting.
this change is simply nothing else.
ah, i know, Dev´s listen to the players
it is so , but many changes in game are
sometimes the Dev´s should self bevore release such changes

(example:bevore the change, if you used "gift of Life" you reskilled to 60%, now,if you use it you are reskilled to 99%)

but who cares, we should all be glad,that we can buy now filled bookcase for only 1 234 $

Stratics Veteran

I shouldn't have to run a notepad doc to play. You sum it up in that "UNTIL such time as they implemented this change 'I didn't have any personal problems with my mage templates' I didn't NEED to memorize what they had"......NOW I DO. Are they insurmountable ... NO. Sure I can cast the spells every time I die, sure I can run a notepad, sure I can rearrange the whole way I put suits together etc etc etc.

The point you and most people are missing is that they could of effected the same 'change' (ie not allowing those without the skill, or in your case the problem of having someone cast on you for their ggs gain whatever) by FIXING THE ISSUE with a 'skill check', not by nerfing one thing to fix another. There has been '0' 'zero' 'nil' 'zip' 'nada' complaints about these spells for the 6+ years I have been playing. It has been a NON SUBJECT. All of a sudden 'someone' decides to change it with no prior discussion to 'fix' something the easy way rather than 'fix' it correctly.

Tomorrow they will do it to one of your skill/spell/items, not because there is anything wrong with it, but because some other little 'dweeb' has found a way to exploit it, use it for an unintended purpose, knowingly use something illegally unattended etc etc

And this goes for everyone on the boards. I am just not happy to let them keep doing this over and over without voicing my opinion. It seems to me people are so happy to keep putting up with nerfs to various things for the sake of 'fixing' other problems. Could be this is why this game has gone so far down hill? It doesn't matter what 'change' is made to this game there will be people who like it and others who don't.

For every one of you who says 'this is ok' fine, I hope you didn't complain when the bos was nerfed, hope you didn't complain about changes to ore and wood nodes, hope you didn't complain when they nerfed hiding to combat tamer abuse in pvp, hope you didn't complain about anything else that was 'introduced' to fix a scripter, exploiter, duper that effected your game play even tho YOU were using it as it was intended, within the legal game system, had been using it for years, and log in one day to find it 'gone'. I like some of the 'above' changes, esp those to ore and wood, but look on these boards you will find a lot who don't. My complaint is that those changes were made to 'fix' cheats or people abusing things in some way with no prior warning, no discussion, nothing.

What gets me is the way everyone whether they 'like' something or not just thinks it is OK to have people changing the ground rules on established things that have not been an issue because they 'get some bright idea' or 'need to fix someone else's abuse of something'.

Perhaps tomorrow the 'change' will make your game play less enjoyable, add another level of grind to something you do, take away some part of your established gameplay that you find effective.

Stratics Veteran

Folks probably don't play the game anymore because things are too easy and convenient. Things like this will get'em back. And in a forum full of folks that seem content with to down right hell bent on punishing themselves, now is the perfect time. Also, disabling code is much easier than writing new code. Please devs spank me more.... I've been naughty.

You mean it´s gonna stay the same way like BoS did ?
think twice bevore you post

most of the posters should think twice bevore they start to the dev´s
ALL those "adapt,adapt,adapt and nothing else as adapt" posters should remind that
SOMETIMES,those "you have to ADAPT" post´s results in more free housing space on the shards

UO has so many things that should be fixed,why in the hell do the dev´s change things NO one ask for, in the first place?

Stratics Veteran

I couldn't even force myself to read your lengthy reply. Maybe you had a few points, but I doubt it.

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Firstly you have to love someone who doesn't have the gumption to actually read another's post, and actually 'admits' it before slamming whatever they 'think' it may say. Way to go! I really respect your opinion, NOT. If you don't have the ability to read 4-5 three line paragraphs (lengthy? pfft, do you normally just read cereal packets or something?) before giving me the benefit of your well rounded and informed opinion don't bother to post, sheesh, I doubt what you have to say will be in any way intelligent or accurate.

Those spell-types were meant to be protective, able to be casted on party members and such, not just by the caster, or else they would never bring the target cursor up. They weren't meant to be a permanent ("I'm too lazy to know what I should have") spell. Removing them on death is the logical thing to do, as a former prodo non-mage it bothered me having these spells on with no way to be rid of them except begging for a recast.

Get used to things being fixed for the benefit of the many and not the few.. tis the way of the world.

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But again, I guess proof is in the pudding and you have confirmed my view. As the poster above said, and if you had a clue about what you are 'trying' to debate with your one sided debating style, then you should know that protection, reactive armor, and reflect magic can ONLY be cast by the caster on themselves. They don't bring the target cursor up for a reason. Whatever spells were cast on you ........... these weren't it.

This 'fix' affects you NOT. The fact I have to recast them benefits you NOT, the fact I have the spells active affects you NOT, I don't pvp and have yet to hear of a pvp'er who uses them due to the fc penalty (even if they did, the effect to faster casting, phys resists deduction and skill point reduction in magic resists is of more benefit to you than the benefit they would get.) <------ and guess what 99? Anyone 'using' the spell/s are still using them. This change made NO difference to what can be cast on people. So do tell me again........ HOW HAS IT BENEFITED YOU?

Please don't make out this change affects anyone in any beneficial way. It does NOT. It ONLY effects the mage player who uses the spells, and for me has just added another level of uncalled for and unasked for 'pain the butt' factor. Just what UO needs, more things to 'turn people off' and annoy people, notice the OP's title? Brilliant!

All it was was an EASY way to 'fix' the fact that some people were 'using' soulstones to cast spells on themselves and then removing the skill. As I have said and seems needs to keep being resaid, the 'fix' did NOT need to change the spell for legitimate mage player, but 'fixed' so that removal of the skill removed the spell effect.

Ignorance Is Bliss, I guess you must be really blissful.

LOL anyways done with this topic now, but take heed people, it is protection today, your 'skill/spell/item' tomorrow. Don't complain on the boards when it happens, seems you are happy to have things nerfed that work, don't effect anyone else, don't cause imbalance, aren't complained about but will be changed just because some 'bright spark' figured it a quick fix instead of fixing the 'abuse' of it. Lets just penalize everybody who uses it instead!

Stratics Veteran

Firstly you have to love someone who doesn't have the gumption to actually read another's post, and actually 'admits' it before slamming whatever they 'think' it may say. Way to go! I really respect your opinion, NOT. If you don't have the ability to read 4-5 three line paragraphs (lengthy? pfft, do you normally just read cereal packets or something?) before giving me the benefit of your well rounded and informed opinion don't bother to post, sheesh, I doubt what you have to say will be in any way intelligent or accurate.

But again, I guess proof is in the pudding and you have confirmed my view. As the poster above said, and if you had a clue about what you are 'trying' to debate with your one sided debating style, then you should know that protection, reactive armor, and reflect magic can ONLY be cast by the caster on themselves. They don't bring the target cursor up for a reason. Whatever spells were cast on you ........... these weren't it.

This 'fix' affects you NOT. The fact I have to recast them benefits you NOT, the fact I have the spells active affects you NOT, I don't pvp and have yet to hear of a pvp'er who uses them due to the fc penalty (even if they did, the effect to faster casting, phys resists deduction and skill point reduction in magic resists is of more benefit to you than the benefit they would get.) <------ and guess what 99? Anyone 'using' the spell/s are still using them. This change made NO difference to what can be cast on people. So do tell me again........ HOW HAS IT BENEFITED YOU?

Please don't make out this change affects anyone in any beneficial way. It does NOT. It ONLY effects the mage player who uses the spells, and for me has just added another level of uncalled for and unasked for 'pain the butt' factor. Just what UO needs, more things to 'turn people off' and annoy people, notice the OP's title? Brilliant!

All it was was an EASY way to 'fix' the fact that some people were 'using' soulstones to cast spells on themselves and then removing the skill. As I have said and seems needs to keep being resaid, the 'fix' did NOT need to change the spell for legitimate mage player, but 'fixed' so that removal of the skill removed the spell effect.

Ignorance Is Bliss, I guess you must be really blissful.

LOL anyways done with this topic now, but take heed people, it is protection today, your 'skill/spell/item' tomorrow. Don't complain on the boards when it happens, seems you are happy to have things nerfed that work, don't effect anyone else, don't cause imbalance, aren't complained about but will be changed just because some 'bright spark' figured it a quick fix instead of fixing the 'abuse' of it. Lets just penalize everybody who uses it instead!

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Well I still don't see how an additional 30 seconds to 1 minute to recast and figure which spells were on that character is so bad.

Saying you're overreacting to this change is an understatement here by simply looking at how you're treating this.

Is it annoying? Sure it is at first because we are so use to leaving the spells be. Just takes a little getting use to.
Will it take away a lot of time to recast the spells? Of course not!
Is it the end of the game? Heck no!

I got a mage who uses these spells and it doesn't bother me to re-cast the spells.

Stratics Veteran

I have to cast up to five/six spells as I don't remember which char has 'what' cast to get their 'best' stats, so need to cast them all then 'uncast' one then the other and recast until I find the 'best' stats for that chars 'suit'. It is NOT like necro vamp embrace etc which is just the one spell that is either on or off and is quite 'visible'

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Sounds like to me that you don't know about the spell buff icon. You have to go to the UO macro section and create a macro that displays it when you hit a key. It should say something like "DisplayBuffIcon". Just assign a key to that and hit it and the buff icon should pop up on your screen and tell you what buffs you currently have casted on that character. I find it amusing that players are just now realizing this change. I am a hard core pvper and I used the scribe bonus on several of my characters and it was quite annoying discovering what happened. Although I believe the Devs are justified in their actions and it is good that it has been changed the way it has. I was mainly angry about the change because I thought it had been snuck into the publish (which it was).

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